﻿<!DOCTYPE html>
<html>

<head>
    <meta charset="utf-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>曲线Curve创建路径</title>
    <!-- <script src="https://cdn.staticfile.org/jquery/3.5.1/jquery.min.js"></script> -->
    <script src="../../js/three.js"></script>
    <script src="../../js/controls/OrbitControls.js"></script>
    <style type="text/css">
        body {
            margin: 0;
            overflow: hidden;
        }
    </style>
</head>

<body>
    <script>
        /**
         * 创建场景对象Scene
         */
        var scene = new THREE.Scene();
        /**
         * 创建模型
         */
        // 创建管道成型的路径(3D样条曲线)，使用Catmull-Rom算法从一系列点创建平滑的三维样条曲线
        var path = new THREE.CatmullRomCurve3([
            new THREE.Vector3(-10, -50, -50),
            new THREE.Vector3(10, 0, 0),
            new THREE.Vector3(8, 50, 50),
            new THREE.Vector3(-5, 0, 100)
        ]);

        // LineCurve3创建直线段路径
        // var path = new THREE.LineCurve3(new THREE.Vector3(0, 100, 0), new THREE.Vector3(0, 0, 0));
        // TubeGeometry对2D曲线支持不太好
        // var path = new THREE.LineCurve(new THREE.Vector2(0, 100), new THREE.Vector2(0, 0));
        // path:路径   40：沿着轨迹细分数  2：管道半径   25：管道截面圆细分数
        var geometry = new THREE.TubeGeometry(path, 40, 2, 25);
        // 控制台查看的TubeBufferGeometry结构
        // console.log(geometry.attributes.position);
        // console.log(geometry.index);
        var material = new THREE.MeshPhongMaterial({
            color: 0x0000ff,
            side: THREE.DoubleSide //两面可见
        }); //材质对象
        // material.wireframe = true;//线条模式渲染(查看细分数)，显示线条编织的网状结构管道
        var mesh = new THREE.Mesh(geometry, material); //管道网格模型对象
        scene.add(mesh); //管道网格模型添加到场景中

        // 辅助坐标系   老版本AxisHelper 新版本AxesHelper
        var axisHelper = new THREE.AxisHelper(250);
        scene.add(axisHelper);

        /**
         * 光源设置
         */
        //环境光   环境光颜色RGB成分分别和物体材质颜色RGB成分分别相乘
        var ambient = new THREE.AmbientLight(0x444444);
        // var ambient = new THREE.AmbientLight(0xffffff,0.2);//在构造函数中设置光照强度
        // 设置光照强度属性
        ambient.intensity = 1;
        scene.add(ambient); //环境光对象添加到scene场景中
        //点光源
        var point = new THREE.PointLight(0xffffff);
        //设置点光源位置  光源对象和模型对象的position属性一样是Vector3对象
        //PointLight的基类是Light  Light的基类是Object3D  点光源对象继承Object3D对象的位置属性position
        point.position.set(400, 200, 300);
        scene.add(point);
        /**
         * 相机设置
         */
        var width = window.innerWidth; //窗口宽度
        var height = window.innerHeight; //窗口高度
        var k = width / height; //窗口宽高比
        var s = 150; //三维场景显示范围控制系数，系数越大，显示的范围越大
        //创建相机对象
        var camera = new THREE.OrthographicCamera(-s * k, s * k, s, -s, 1, 1000);
        camera.position.set(200, 300, 200); //设置相机位置
        camera.lookAt(scene.position); //设置相机方向(指向的场景对象)

        /**
         * 创建渲染器对象
         */
        var renderer = new THREE.WebGLRenderer();
        renderer.setSize(width, height); //设置渲染区域尺寸
        renderer.setClearColor(0xb9d3ff, 1); //设置背景颜色
        document.body.appendChild(renderer.domElement); //body元素中插入canvas对象

        // 渲染函数
        function render() {
            renderer.render(scene, camera); //执行渲染操作
        }
        render();
        //创建控件对象  相机对象camera作为参数   控件可以监听鼠标的变化，改变相机对象的属性
        var controls = new THREE.OrbitControls(camera, renderer.domElement);
        //监听鼠标事件，触发渲染函数，更新canvas画布渲染效果
        controls.addEventListener('change', render);
    </script>
</body>

</html>